Gaming machine

ABSTRACT

A slot machine includes a CPU and a lower liquid crystal display. The CPU displays a plurality of treasure boxes on the lower liquid crystal display. The CPU selects one treasure box from among the plurality of treasure boxes displayed on the lower liquid crystal display based on input from a player. The CPU associates a privilege content with each of the plurality of treasure boxes. The CPU further associates with each of the plurality of treasure boxes a necessary selection number which is necessary to obtain the privilege content based on the privilege content associated with each of the plurality of treasure boxes. The CPU gives the privilege content associated with the one treasure box to the player by selecting the one treasure box by the necessary selection number.

CROSS REFERENCE TO RELATED APPLICATION

This application claims benefit of priority under 35 U.S.C. §119 to Japanese Patent Application No. 2006-042397, filed on Feb. 20, 2006, the entire contents of which are incorporated by reference herein.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine configured to execute a game in which the gaming machine gives to a player an award corresponding to an option selected by the player.

2. Description of the Related Art

In a conventional gaming machine such as a slot machine, when a player selects one option among a plurality of options displayed on the gaming machine, the player can get a chance to play a bonus game in which the gaming machine gives to the player an award corresponding to the selected one option.

The gaming machine is disclosed in U.S. Pat. Nos. 6,190,255 or 6,322,309. In the gaming machine, when a game stage transfers to a bonus game, the gaming machine displays twenty-five panels forming a 5*5 matrix on a screen thereof. Each panel is associated with any one of symbols each which indicates an award to be given to a player and a close symbol which indicates the close of the bonus game. The player continues to select one panel among one or more non-selected panels displayed on the screen in the bonus game until he/she selects the close symbol. Therefore, the player can obtain one or more awards until he/she selects the close symbol.

However, the bonus game proceeds in a manner that only selects one panel in series. This monotonizes the bonus game as the player selects one panel a number of times. Especially, when the player selects one panel in series for a long time, he/she continues to select one panel until the close symbol remains. This reduces immediacy for selecting one panel, which loses player's interest for the bonus game.

SUMMARY OF THE INVENTION

It is an object of the present invention to provide a gaming machine configured to give to a player an award corresponding to an option selected by the player, with increasing immediacy for selecting the option to bring a fresh sense to the player.

In order to achieve the object, the present invention provides a gaming machine comprising: a display that displays a plurality of options; an input device that accepts input selecting at least one of the plurality of options by a player; a memory that memorizes award information which is associated with each of the plurality of options and award giving condition information which includes the number of selection times by which the player has to select at least one option; and a processor in communication with the display, the input device and the memory, the processor operable to: display the plurality of options on the display; associate the award giving condition information with each of the plurality of options; select an option based on the input from the input device; and give an award based on the award information and the award giving condition information which are associated with the selected option.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a slot machine according to an exemplary embodiment of the present invention.

FIG. 2 is an explanatory diagram of nine valiable display portions of the slot machine according to the exemplary embodiment of the present invention.

FIG. 3 is an explanatory diagram of eight paylines of the slot machine according to the exemplary embodiment of the present invention.

FIG. 4 is a block diagram of a control system of the slot machine according to the exemplary embodiment of the present invention.

FIG. 5 is a block diagram of a liquid crystal driving circuit of the slot machine according to the exemplary embodiment of the present invention.

FIG. 6 is an explanatory diagram showing a symbol row to be variably displayed on each valiable display portion according to the exemplary embodiment of the present invention.

FIG. 7 is an explanatory diagram of a lottery table for symbols to be statically displayed on each valiable display portion according to the exemplary embodiment of the present invention.

FIG. 8 is an explanatory diagram of winning combinations and an award table for each winning combination according to the exemplary embodiment of the present invention.

FIG. 9 is a flowchart of a main process program according to the exemplary embodiment of the present invention.

FIG. 10 is a flowchart of another game process program according to the exemplary embodiment of the present invention.

FIG. 11 is an explanatory diagram showing three scatters statically displayed on three variable display portions according to the exemplary embodiment of the present invention.

FIG. 12 is an explanatory diagram showing display contents on a lower liquid crystal display in a shell chance game according to the exemplary embodiment of the present invention.

FIG. 13 is an explanatory diagram of a table to be used in the shell chance game according to the exemplary embodiment of the present invention.

FIG. 14 is an explanatory diagram showing contents of shells on the lower liquid crystal display in the shell chance game according to the exemplary embodiment of the present invention.

FIG. 15 is a flowchart of a treasure bonus game process program according to the exemplary embodiment of the present invention.

FIG. 16 is an explanatory diagram showing display contents on the lower liquid crystal display in the treasure bonus game according to the exemplary embodiment of the present invention.

FIG. 17 is an explanatory diagram showing code numbers for treasure boxes in the treasure bonus game according to the exemplary embodiment of the present invention.

FIG. 18 is an explanatory diagram of a table to be used at a time of determining privilege contents of the treasure boxes in the treasure bonus game according to the exemplary embodiment of the present invention.

FIG. 19 is an explanatory diagram of a table to be used at a time of determining a necessary selection number for each treasure box of which the privilege content is any one of “1”, “5”, “10” and “20” according to the exemplary embodiment of the present invention.

FIG. 20 is an explanatory diagram of a table to be used at a time of determining a necessary selection number for each treasure box of which the privilege content is any one of “50” and “80” according to the exemplary embodiment of the present invention.

FIG. 21 is an explanatory diagram of a table to be used at a time of determining a necessary selection number for each treasure box of which the privilege content is any one of “100” and “200” according to the exemplary embodiment of the present invention.

FIG. 22 is an explanatory diagram of a table for the privilege content and the necessary selection number of each treasure box at a time of the end of a necessary selection number determination process according to the exemplary embodiment of the present invention.

FIG. 23 is an explanatory diagram showing a privilege content of a selected treasure box according to the exemplary embodiment of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

With reference to FIGS. 1 to 23, an exemplary embodiment of the present invention will be described below.

As shown in FIG. 1, a slot machine 1 comprises a cabinet 2, an upper liquid crystal display 3, a lower liquid crystal display 4, an operation table 5, a coin insertion portion 9, a bill insertion portion 10, a coin payout opening 16, a coin receiving portion 17, a front panel 20 and a transparent touch panel 201.

The cabinet 2 forms the entirety of the slot machine 1. The upper liquid crystal display 3 is mounted on a front upper portion of the cabinet 2. The lower liquid crystal display 4 is mounted within the front panel 20 on a front center portion of the cabinet 2. The upper liquid crystal display 3 and the lower liquid crystal display 4 are general liquid crystal displays. The transparent touch panel 201 is mounted on a front face of the lower liquid crystal display 4.

Plural pieces of information regarding a game, such as a game playing method, an award table 123 (see FIG. 8) in which types of winning combinations and awards for the winning combinations are shown, and various effects for the game, are displayed on the upper liquid crystal display 3. Variable display portions 22A to 22C, 23A to 23C, 24A to 24C (see FIG. 2) and activated paylines L1 to L8 (see FIG. 3) are displayed on the lower liquid crystal display 4. Various symbols shown in FIG. 6 are variably displayed on each variable display portion from the right to the left of each variable display portion while a video reel 100 rotates.

The operation table 5 is mounted below the lower liquid crystal display 4 and protrudes forward from the front center portion of the cabinet 2. A change button 6, a cashout button 7, a help button 8, and the coin insertion portion 9 are arranged at the back of the operation table 5 in the order from the left side. A 1-BET button 11, a spin/repeat BET button 12, a 3-BET button 13, a 5-BET button 14, and an 8-BET button 15 are arranged at the front of the operation table 5 in the order from the left side. The bill insertion portion 10 is arranged at the right side of the operation table 5.

The change button 6 is pushed when a player will change a bill inserted into the bill insertion portion 10. One or more coins into which the inserted bill is changed are paid out into the coin receiving portion 17 via the coin payout opening 16. The change button 6 is provided with a change switch 62. If the change button 6 is pushed, a switch signal is output from the change switch 62 to a CPU 50 (central processing unit) (see FIG. 4).

The cashout button 7 is pushed when the game is finished. If the cashout button 7 is pushed, one or more coins corresponding to one or more game media obtained by a player at the game are paid out into the coin receiving portion 17 via the coin payout opening 16. The cashout button 7 is provided with a cashout switch 63. If the cashout button 7 is pushed, a switch signal is output from the cashout switch 63 to the CPU 50 (see FIG. 4).

The help button 8 is pushed, when a player does not know a playing method of the game etc. If the help button 8 is pushed, various pieces of help information are displayed on the upper liquid crystal display 3. The help button 8 is provided with a help switch 64. If the help button 8 is pushed, a switch signal is output from the help switch 64 to the CPU 50 (see FIG. 4).

The coin insertion portion 9 is provided with a coin sensor 65. If one or more coins are inserted into the coin insertion portion 9, a coin detection signal is output from the coin sensor 65 to the CPU 50 (see FIG. 4).

The bill insertion portion 10 is provided with a bill sensor 66. If one or more bills are inserted into the bill insertion portion 10, a bill detection signal is output from the bill sensor 66 to the CPU 50 (see FIG. 4).

The 1-BET button 11 is pushed when a player bets one game medium on the game. One game medium is bet on the game every time the 1-BET button 11 is pushed. The 1-BET button 11 is provided with a 1-BET switch 58. If the 1-BET button 11 is pushed, a switch signal is output from the 1-BET switch 58 to the CPU 50 (see FIG. 4).

The spin/repeat BET button 12 is pushed when a player starts playing the game in a current bet number or previous bet number of game media. If the spin/repeat BET button 12 is pushed, the various symbols are variably displayed on the variable display portions 22A to 22C, 23A to 23C, 24 A to 24C. The spin/repeat BET button 12 is provided with a spin switch 57. If the spin/repeat BET button 12 is pushed, a switch signal is output from the spin switch 57 to the CPU 50 (see FIG. 4). It is noted that the number of game media to be bet on the game is limited to one, two, three, four, five or eight according to the push of the spin/repeat BET button 12.

The 3-BET button 13 is pushed when a player bets three game media on the game. Three game media are bet on the game every time the 3-BET button 13 is pushed. The 3-BET button 13 is provided with a 3-BET switch 59. If the 3-BET button 13 is pushed, a switch signal is output from the 3-BET switch 59 to the CPU 50 (see FIG. 4).

The 5-BET button 14 is pushed when a player bets five game media on the game. Five game media are bet on the game every time the 5-BET button 14 is pushed. The 5-BET button 14 is provided with a 5-BET switch 60. If the 5-BET button 14 is pushed, a switch signal is output from the 5-BET switch 60 to the CPU 50 (see FIG. 4).

The 8-BET button 15 is pushed when a player bets eight game media on the game. Eight game media are bet on the game every time the 8-BET button 15 is pushed. The 8-BET button 15 is provided with an 8-BET switch 61. If the 8-BET button is pushed, a switch signal is output from the 8-BET switch 61 to the CPU 50 (see FIG. 4).

It is noted that the number of game media to be bet on the game is limited to one, two, three, four, five or eight according to the push of the 1-BET button 11, the spin/repeat BET button 12, the 3-BET button 13, the 5-BET button 14, or the 8-BET button 15. When the number of bet game media is one, one payline is activated among the activated paylines L1 to L8. When the number of bet game media is two, two paylines are activated among the activated paylines L1 to L8. When the number of bet game media is three, three paylines are activated among the activated paylines L1 to L8. When the number of bet game media is five, five paylines are activated among the activated paylines L1 to L8. When the number of bet game media is eight, all activated paylines L1 to L8 is activated. The slot machine 1 may have another button which allows all activated paylines L1 to L8 to be activated by one bet game medium. We will describe below the game that proceeds in the condition where all activated paylines L1 to L8 is activated.

The coin payout opening 16 is mounted on a lower portion of the cabinet 2. The coin receiving portion 17 is mounted on the lower portion of the cabinet 2 to receive one or more coins paid out from the coin payout opening 16. A coin detection portion 73 is mounted within the coin payout opening 16 and detects the number of coins paid out from the coin payout opening 16 (see FIG. 4).

Next, a control system of the slot machine 1 will be described with reference to FIG. 4.

As shown in FIG. 4, the control system of the slot machine 1 comprises the upper liquid crystal display 3, the lower liquid crystal display 4, the CPU 50, a ROM (read only memory) 51, a RAM (random access memory) 52, a clock pulse generating circuit 53, a frequency divider 54, a random number generating circuit 55, a random number sampling circuit 56, the spin switch 57, the 1-BET switch 58, the 3-BET switch 59, the 5-BET switch 60, the 8-BET switch 61, the change switch 62, the cashout switch 63, the help switch 64, the coin sensor 65, the bill sensor 66, a hopper driving circuit 70, a hopper 71, a payout complete signal circuit 72, the coin detector 73, a liquid crystal driving circuit 74, an LED (light emitting diode) driving circuit 77, a plurality of LEDs 78, a sound output circuit 79, a speaker 80, the transparent touch panel 201 and a touch panel driving circuit 202.

The ROM 51 and the RAM 52 are connected to the CPU 50. The ROM 51 stores a main process program, a start reception process program, a lottery process program, a game process program, another game process program, a lottery table to be employed to select symbols to be statically displayed in the game, and various programs and data tables to be employed to execute necessary control processes in the slot machine 1 therein. The RAM 52 temporarily stores various data calculated by the CPU 50 therein.

The clock pulse generating circuit 53, the frequency divider 54, the random number generating circuit 55 and the random number sampling circuit 56 are connected to the CPU 50. The clock pulse generating circuit 53 generates a reference clock pulse. The random number generating circuit 55 generates a random number in series. Random numbers sampled by the random number sampling circuit 56 are employed at various lotteries such as a lottery for a winning combination.

The spin switch 57, the 1-BET switch 58, the 3-BET switch 59, the 5-BET switch 60, the 8-BET switch 61, the change switch 62, the cashout switch 63, and the help switch 64 are connected to the CPU 50. The spin switch 57 is mounted to the spin/repeat BET button 12. The 1-BET switch 58 is mounted to the 1-BET button 11. The 3-BET switch 59 is mounted to the 3-BET button 13. The 5-BET switch 60 is mounted to the 5-BET button 14. The 8-BET switch 61 is mounted to the 8-BET button 15. The change switch 62 is mounted to the change button 6. The cashout switch 63 is mounted to the cashout button 7. The help switch 64 is mounted to the help button 8. The CPU 50 controls an operation corresponding to each button on the basis of a switch signal output from each switch by pushing the each button.

The coin sensor 65 and the bill sensor 66 are connected to the CPU 50. The coin sensor 65 detects a coin inserted into the coin insertion portion 9 and outputs a coin detecting signal into the CPU 50. The CPU 50 calculates the number of inserted coins on the basis of the coin detecting signal. The bill sensor 66 detects a type and amount of bills inserted into the bill insertion portion 10 and outputs a bill detecting signal into the CPU 50. The CPU 50 calculates the number of coins corresponding to the amount of inserted bills on the basis of the bill detecting signal.

The hopper 71 is connected to the CPU 50 via the hopper driving circuit 70. If the CPU 50 outputs a driving signal into the hopper driving circuit 70, the hopper 71 pays out a certain number of coins from the coin payout opening 16.

The coin detector 73 is connected to the CPU 50 via the payout complete signal circuit 72. The coin detector 73 is moutened in the coin payout opening 16. If the coin detector 73 detects that the certain number of coins is paid out from the coin payout opening 16, the coin detector 73 outputs a coin payout detecting signal into the payout complete signal circuit 72. The payout complete signal circuit 72 outputs a payout complete signal into the CPU 50 on the basis of the coin payout detecting signal.

The upper liquid crystal display 3 and the lower liquid crystal display 4 are connected to the CPU 50 via the liquid crystal driving circuit 74 and controlled by the CPU 50.

As shown in FIG. 5, the liquid crystal driving circuit 74 comprises a program ROM 81, an image ROM 82, an image control CPU 83, a work RAM 84, a VDP (video display processor) 85, and a video RAM 86.

The program ROM 81 stores therein an image control program and various select tables to be employed to display images on the upper liquid crystal display 3 and/or the lower liquid crystal display 4. The image ROM 82 stores therein dot data for forming images such as an effect image for a demonstration and various images for a treasure bonus to be displayed on the upper liquid crystal display 3 and/or the lower liquid crystal display 4, the help information and the award table to be displayed on the upper liquid crystal display 3, and the various symbols of the video reel 100 (see FIG. 6) to be displayed on the lower liquid crystal display 4.

The image control CPU 83 selects an image to be displayed on the upper liquid crystal display 3 or the lower liquid crystal display 4 from among the dot data previously stored in the image ROM 82, according to the image control program previously stored in the program ROM 81, on the basis of a parameter determined by the CPU 50. The work RAM 84 temporarily stores the image control program therein when the image control CPU 83 executes the image control program. The VDP 85 generates image data corresponding to display contents determined by the image control CPU 83 and outputs the generated image data to the upper liquid crystal display 3 and/or the lower liquid crystal display 4. Thereby, the various images of the video reel 100 are displayed on the variable display portion 22A to 22C, 23A to 23C, 24A to 24C of the lower liquid crystal display 4. The video RAM 86 temporarily stores the image data therein when the VDP 85 generates the image data.

The transparent touch panel 201 is connected to the CPU 50 via the touch panel driving circuit 202. The transparent touch panel 201 is mounted on a screen of the lower liquid crystal display 4 and outputs to the CPU 50 coordinate position information including a position where a player touches the transparent touch panel 201. Thereby, the CPU 50 identifies the position where the player touches the transparent touch panel 201.

The LEDs 78 are connected to the CPU 50 via the LED driving circuit 77. The LEDs 78 are mounted on a front surface of the slot machine 1 and lighted by the LED driving circuit 77 on the basis of driving signals from the CPU 50 when the various effects are carried out. The speaker 80 is connected to the CPU 50 via the sound output circuit 79. The speaker 80 generates various effect sounds on the basis of output signals from the sound output circuit 79 when the various effects are carried out.

Next, the various symbols will be described below. As shown in FIG. 6, the symbols are a scatter 101, a sea turtule 102, a goggle-eyed goby 103, a sea horse 104, a crab 105, a flagtail surgeon fish 106, an ammonite 107, a clownfish 108, a seal 109 and a spearfish 110. These symbols are variably displayed on each variable display portion from the right to the left of each variable display portion while the video reel 100 is rotated.

One symbol is statically displayed on each variable display portion on the basis of the lottery table shown in FIG. 7. The lottery table is stored in the ROM 51. Symbols to be statically displayed on the variable display portions 22A to 22C, 23A to 23C, 24A to 24C are determined every the variable display portions 22A to 22C, 23A to 23C, 24A to 24C. In the lottery table, code numbers “0”, “1”, “2”, “3”, “4”, “5”, “6”, “7”, “8” and “9” are respectively assigned to the scatter 101, the sea turtule 102, the goggle-eyed goby 103, the sea horse 104, the crab 105, the flagtail surgeon fish 106, the ammonite 107, the clownfish 108, the seal 109 and the spearfish 110. Also, ranges of random numbers “0 to 1”, “2 to 19”, “20 to 36”, “37 to “52”, “53” to 67”, “68 to 81”, “82 to 94”, “95 to 106”, “107 to 117” and “118 to 127” are respectively assigned to the scatter 101, the sea turtule 102, the goggle-eyed goby 103, the sea horse 104, the crab 105, the flagtail surgeon fish 106, the ammonite 107, the clownfish 108, the seal 109 and the spearfish 110. Nine random numbers corresponding to the variable display portions 22A to 22C, 23A to 23C, 24A to 24C are sampled through the random number sampling circuit 56.

If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “0 to 1”, the scatter 101 to which the code number “0” is assigned is statically displayed on the variable display portion 23A. If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “2 to 19”, the sea turtule to which the code number “1” is assigned is statically displayed on the variable display portion 23A. If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “20 to 36”, the goggle-eyed goby 103 to which the code number “2” is assigned is statically displayed on the variable display portion 23A. If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “37 to 52”, the sea horse 104 to which the code number “3” is assigned is statically displayed on the variable display portion 23A. If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “53 to 67”, the carb 105 to which the code number “4” is assigned is statically displayed on the variable display portion 23A.

If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “68 to 81”, the flagtail surgeon fish 106 to which the code number “5” is assigned is statically displayed on the variable display portion 23A. If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “82 to 94”, the ammonite 107 to which the code number “6” is assigned is statically displayed on the variable display portion 23A. If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “95 to 106”, the clownfish 108 to which the code number “7” is assigned is statically displayed on the variable display portion 23A. If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “107 to 117”, the seal 109 to which the code number “8” is assigned is statically displayed on the variable display portion 23A. If one random number corresponding to the variable display portion 23A is sampled and belongs within the range of random numbers “118 to 127”, the spearfish 110 to which the code number “9” is assigned is statically displayed on the variable display portion 23A. The same symbol determination process is applied to the other variable display portions 22A to 22C, 23B to 23C, 24A to 24C.

Next, the winning combinations and awards for the winning combinations will be described below with reference to FIG. 8.

The winning combinations are previously determined in the ROM 51. When a symbol combination identical to one of the winning combinations is statically displayed on each of the activated paylines L1 to L8, one or more coins are paid out from the coin payout opening 16 according to the stopped winning combination.

The award table 123 includes an award sub-table 121 for ANY odds and an award sub-table 122 for LINE odds and is stored in the ROM 51.

The award sub-table 121 for ANY odds shows an award to be given to a player with respect to each symbol, according to the number of same symbols statically displayed on all or a part of the variable display portions 22A to 22C, 23A to 23C, 24A to 24C which cross one or more activated paylines displayed on the lower liquid crystal display 4. For example, if the random numbers selected on five variable display portions on the activated paylines belong within the range of random numbers “2 to 19”, “ANY 5 of the sea turtle 102” is won (see FIG. 7). In this case, the sea turtles 102 are statically displayed on the five variable display portions and a player can obtain a payout “1”. As described above, each award for ANY odds is paid out according to the award sub-table 121 for ANY odds shown in FIG. 8.

The award sub-table 122 for LINE odds shows an award per one line to be given to a player with respect to each symbol, according to the number of activated paylines each crossing all variable display portions on which the same symbols are statically displayed. For example, if the random numbers selected on all variable display portions on one activated payline belong within the range of random numbers “2 to 19”, “sea turtle-sea turtle-sea turtle” is won (see FIG. 7). In this case, the sea turtles 102 are statically displayed on the all variable display portions and a player can obtain a payout “5”. It is noted that when there is a plurality of activated paylines each on which the “sea turtle-sea turtle-sea turtle” is won, a player can obtain a payout generated by multiplying the number of activated paylines by the payout “5”. As described above, each award for LINE odds is paid out according to the award sub-table 122 for LINE odds shown in FIG. 8.

Here, if three or more random numbers corresponding to three or more variable display portions on one or more activated paylines are sampled and belong within the range of random number “0 to 1”, the scatters 101 are statically displayed on the three or more variable display portions (see FIG. 11). Then, a shell chance game is executed on the lower liquid crystal display 4.

Next, a main process program will be described below, with reference to FIG. 9.

In step S1, the CPU 50 carries out a start reception process. In the start reception process, the CPU 50 determines a bet number for one game and starts the one game.

More specifically, the CPU 50 determines whether or not a predetermined time (e.g. 15 seconds) has elapsed by the time the CPU 50 receives one switch signal output from the spin switch 57, the 1-BET switch 58, the 3-BET switch 59, the 5-BET switch 60, or the 8-BET switch 61 according to the operation of the spin/repeat BET button 12, the 1-BET button 11, the 3-BET button 13, the 5-BET button 14, or the 8-BET button 15. If the predetermined time has elapsed, the CPU 50 displays the effect image for the demonstration on the upper liquid crystal display 3 and/or the lower liquid crystal display 4. Then, the CPU 50 determines whether or not the operation of the spin/repeat BET button 12, the 1-BET button 11, the 3-BET button 13, the 5-BET button 14, or the 8-BET button 15 is carried out. On the other hand, if the predetermined time has not elapsed, the same determination process is carried out. If the operation is carried out, the CPU 50 interrupts the display of the effect image, and then displays a certain number of activated paylines L1 to L8 on the lower liquid crystal display 4 and the award table 123 on the upper liquid crystal display 3. Then, the CPU 50 stores a bet number for one game in the RAM 52 according to the operation of the spin/repeat BET button 12, the 1-BET button 11, the 3-BET button 13, the 5-BET button 14, or the 8-BET button 15. On the other hand, if the operation is not carried out, the CPU 50 again determines whether or not the predetermined time has elapsed by the time the CPU 50 receives the one switch signal.

In step S2, when the CPU 50 receives the one switch signal output from the spin switch 57, the 1-BET switch 58, the 3-BET switch 59, the 5-BET switch 60, or the 8-BET switch 61, the CPU 50 carries out a lottery process. In the lottery process, the CPU 50 determines symbols to be statically displayed on the variable display portions 22A to 22C, 23A to 23C, 24A to 24C and one or more winning combinations for the one game.

More specifically, the CPU 50 samples nine random number values corresponding to the variable display portions 22A to 22C, 23A to 23C, 24A to 24C within the range of random numbers “0 to 127” through the random number sampling circuit 56, and determines the symbols to be statically displayed on the variable display portions 22A to 22C, 23A to 23C, 24A to 24C though the code numbers on the basis of the lottery table shown in FIG. 7. Then, the CPU 50 determines the one or more winning combination for the one game and the award for each winning combination, according to the determined symbols and the award table 123 stored in the ROM 51. After the CPU 50 determines the one or more winning combination for the one game, the CPU 50 stores these lottery results in the RAM 52.

In step S3, the CPU 50 carries out a base game process. In the base game process, the CPU 50 variably displays the various symbols shown in FIG. 6 on each variable display portion and then statically displays one symbol on each variable display portion on the basis of one of the lottery results. The CPU 50 further pays out one or more game media corresponding to a payout previously determined in the award table 123 on the basis of another of the lottery results.

More specifically, the CPU 50 variably displays the various symbols shown in FIG. 6 on each variable display portion from the right to the left of each variable display portion, while the video reel 100 rotates. When a predetermined time has elapsed, the CPU 50 statically displays one symbol on each variable display portion on the basis of one of the lottery results. Then, the CPU 50 pays out one or more game media corresponding to a payout previously determined in the award table 123 according to the symbols on each activated payline. If a plurality of winning combinations is established, the CPU 50 adds up the payouts for the plurality of winning combinations. For example, in a case where a plurality of any odds and a plurality of line odds are simultaneously extablished, the CPU 50 pays out game media corresponding to the total amount obtained by adding up the payouts for the any odds and line adds.

In step S4, the CPU 50 carries out another game process. In the another game process, if a certain condition is met, the CPU 50 executes another game such as a shell chance game or a treasure bonus game. When the another game process is finished, the CPU 50 terminates the main process program and then carries out a next main process program.

Next, the another game process will be described in detail below, with reference to FIG. 10.

In step S11, the CPU 50 determines whether or not a certain number or more of scatters 101 is stopped on the activated paylines L1 to L8 displayed on the lower liquid crystal display 4 (see FIG. 11). In the exemplary embodiment, the certain number is equal to three. If the certain number or more of scatters 101 is not stopped, the process proceeds to step S19. If the certain number or more of scatters 101 is stopped, the process proceeds to step S12.

Here, the shell chance game will be described in detail below, with reference to FIG. 11.

When the certain number or more of scatters 101 is stopped on the activated paylines L1 to L8, the CPU 50 executes the shell chance game.

In the shell chance game, the CPU 50 firstly displays five shells 211 on the lower liquid crystal display 4 (see FIG. 12). Each shell 211 contains one constant of “A”, “B(3)”, “B(4)”, “B(5)”, “10”, “20” and “30” therein. The one content is selected with reference to one random number sampled within the range of random numbers “0 to 127” by means of the random number sampling circuit 56 and a table shown in FIG. 13.

If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “0 to 26”, “A” is selected as the one content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “27 to 36”, “B(3)” is selected as the one content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “37 to 45”, “B(4)” is selected as the one content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “46 to 53”, “B(5)” is selected as the one content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “54 to 78”, “10” is selected as the one content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “79 to 104”, “20” is selected as the one content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “105 to 127”, “30” is selected as the one content.

When a player touches one of the five shells 211 displayed on the lower liquid crystal display 4 via the transparent touch panel 201 and selects the one shell 211, as shown in FIG. 14, five contents of the five shells 211 are displayed on the lower liquid crystal display 4. If one content of the shell 211 is “B(3)”, characters “B” and “3 times” are displayed. If one content of the shell 211 is “B(4)”, characters “B” and “4 times” are displayed. If one content of the shell 211 is “B(5)”, characters “B” and “5 times” are displayed. Also, when the player selects the one shell 211, an arrow is displayed on the lower liquid crystal display 4 to indicate the selected one shell 211.

If one content of the selected one shell 211 is “A”, another bonus game is executed. In the exemplary embodiment, the another bonus game is a bonus game such as a free game in which a player can get a chance to obtain one or more game media without consuming his/her own credits.

If one content of the selected one shell 211 is one of “B(3)”, “B(4)” and “B(5)”, the treasure bonus game is executed. Contents of the treasure bonus game will be described later. If one content of the selected one shell 211 is “10”, the player can obtain a payout of “10”. If one content of the selected one shell 211 is “20”, the player can obtain a payout of “20”. If one content of the selected one shell 211 is “30”, the player can obtain a payout of “30”.

In step S12, the CPU 50 displays five shells 211 on the lower liquid crystal display 4 (see FIG. 12) and then selects one content of each of the five shells 211 among from the contents “A”, “B(3)”, “B(4)”, “B(5)”, “10”, “20”, “30” by using a random number sampled within the range of random number “0 to 127” by means of the table shown in FIG. 13 and the random number sampling circuit 56.

In step S13, the CPU 50 determines whether or not a player selects one shell 211 among from the five shells 211. The player can select the one shell 211 by touching the one shell 211 via the transparent touch panel 201. If the player does not select the one shell 211, the process remains in step S13. If the player selects the one shell 211, the process proceeds to step S14.

In step S14, the CPU 50 displays one content of the one shell 211 selected by the player on the lower liquid crystal display 4. In the exemplary embodiment, as shown in FIG. 14, the CPU 50 displays all contents of the five shells 211 and the arrow for indicating the selected one shell 211.

Here, in the situation where the five shells 211 are displayed on the lower liquid crystal display 4, at least one of the five contents of the five shells 211 may be one of “A”, “B(3)”, “B(4)” and “B(5)” such that the player can certainly play the another bonus game or the treasure bonus game.

In step S15, the CPU 50 determines whether or not the one content of the selected one shell 211 is identical to one of bonus game transition symbols. In the exemplary embodiment, the contents “A”, “B(3)”, “B(4)”, “B(5)” are the bonus game transition symbols. If the one content is not identical to one of the bonus game transition symbols, the process proceeds to step S19. If the one content is identical to one of the bonus game transition symbols, the process proceeds to step S16.

In step S16, the CPU 50 determines whether or not the bonus game is the treasure bonus game. In the exemplary embodiment, if the one content is the content “A”, the bonus game is not the treasure bonus game. If the one content is one of the contents “B(3)”, “B(4)”, “B(5)”, the bonus game is the treasure bonus game. If the bonus game is not the treasure bonus game, the process proceeds to step S18. If the bonus game is the treasure bonus game, the process proceeds to step S17.

In step S17, the CPU 50 carries out a treasure bonus game process. In step S18, the CPU 50 carries out another bonus game process. In the exemplary embodiment, a description of the another bonus game process is omitted.

In step S19, the CPU 50 carries out a payout process. More specifically, if the one content of the selected one shell 211 is one of the contents “10”, “20”, “30” (that is, the bonus game is not the treasure bonus game in step S15), the slot machine 1 pays out one or more game media corresponding to the payout which is equal to a value of each content. Also, the slot machine 1 pays out one or more game media corresponding to the payout which a player obtains in the treasure bonus game (step S17) or the another bonus game (step S18). Then, the process finishes the current main process program and then proceeds to step S1 in a next main process program.

Next, the treasure bonus game process will be described in detail below, with reference to FIG. 15.

First of all, the treasure bonus game will be described below. In the treasure bonus game, the CPU 50 displays twenty-three treasure boxes 301 on the lower liquid crystal display 4. Each of the twenty-three treasure boxes 301 is associated to the amount of each payout to be given to a player as a privilege content. Therefore, the player can obtain the amount of payout corresponding to one treasure box 301 selected by him/her.

In step S21, the CPU 50 displays the twenty-three treasure boxes 301 on the lower liquid crystal display 4 (see FIG. 16), and reads out the number of selection times (3 times, 4 times or 5 times) according to the lottery resulting from the shell chance game.

In step S22, the CPU 50 carries out a privilege content determination process. Code numbers 1 to 23 are previously assigned to the twenty-three treasure boxes 301 (see FIG. 17). The CPU 50 associates privilege contents to the code numbers 1 to 23, respectively. More specifically, the CPU 50 selects one privilege content of each treasure box 301 among privilege contents “1”, “5”, “10”, “20”, “50”, “80”, “100”, “200” by using a random number sampled within the range of random numbers “0 to 127” by means of a table shown in FIG. 18 and the random number sampling circuit 56.

If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “0” to “15”, “1” is selected as the one privilege content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “16 to 31”, “5” is selected as the one privilege content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “32 to 47”, “10” is selected as the one privilege content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “48 to 63”, “20” is selected as the one privilege content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “64 to 79”, “50” is selected as the one privilege content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “80 to 95”, “80” is selected as the one privilege content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “96 to 111”, “100” is selected as the one privilege content. If one random number sampled by the random number sampling circuit 56 belongs within the range of random numbers “112 to 127”, “200” is selected as the one privilege content.

In step S23, the CPU 50 carries out a necessary selection number determination process. In the necessary selection number determination process, the CPU 50 determines a selection number (hereinafter called a necessary selection number) necessary to obtain each privilege content by lottery, on the basis of each privilege content determined for each treasure box 301 in the step S22. In the exemplary embodiment, a plurality of necessary selection number lottery tables associated to privilege contents is stored in the ROM 51.

The privilege contents have eight values “1”, “5”, “10”, “20”, “50”, “80”, “100”, “200”. It is noted that each value represents an amount of payout. In the exemplary embodiment, the eight values are divided into three privilege content groups “1, 5, 10, 20”, “50, 80”, “100, 200”. Three necessary selection number lottery tables are respectively associated to the three privilege content groups.

As shown in FIG. 19, two necessary selection numbers “1 time” and “2 times” are set in a first necessary selection number lottery table associated to a first privilege content group “1, 5, 10, 20”. The range of random numbers “0 to 124” is associated to the former necessary selection number “1 time”. The range of random numbers “125 to 127” is associated to the latter necessary selection number “2 times”. Accordingly, either “1 time” or “2 times” is selected as the necessary selection number corresponding to a treasure box 301 associated with any one of the privilege contents “1”, “5”, “10”, “20”, by determining one random number by means of the random number sampling circuit 56. In the exemplary embodiment, the first necessary selection number lottery table has a higher probability of selecting “1 time”.

As shown in FIG. 20, two necessary selection numbers “1 time” and “2 times” are set in a second necessary selection number lottery table associated to a second privilege content group “50, 80”. The range of random numbers “0 to 63” is associated to the former necessary selection number “1 time”. The range of random numbers “64 to 127” is associated to the latter necessary selection number “2 times”. Accordingly, either “1 time” or “2 times” is selected as the necessary selection number corresponding to a treasure box 301 associated with any one of the privilege contents “50”, “80”, by determining one random number by means of the random number sampling circuit 56. In the exemplary embodiment, the second necessary selection number lottery table has an equally probability of selecting “1 time” or “2 times”.

As shown in FIG. 21, two necessary selection numbers “2 times” and “3 times” are set in a third necessary selection number lottery table associated to a third privilege content group “100, 200”. The range of random numbers “0 to 9” is associated to the former necessary selection number “2 times”. The range of random numbers “10 to 127” is associated to the latter necessary selection number “3 times”. Accordingly, either “2 times” or “3 times” is selected as the necessary selection number corresponding to a treasure box 301 associated with any one of the privilege contents “100”, “200”, by determining one random number by means of the random number sampling circuit 56. In the exemplary embodiment, the third necessary selection number lottery table has a higher probability of selecting “3 times”.

Therefore, in step S23, the CPU 50 reads out the privilege contents of twenty-three treasure boxes 301 determined in step S22. After reading out, the CPU 50 samples a random number for each treasure box 301 by means of the random number sampling circuit 56. Then, the CPU 50 determines the necessary selection number for each treasure box 301, by referring to the sampled random number and the necessary selection table corresponding to the privilege content of each treasure box 301.

The necessary selection number determination process will be described below in detail with reference to FIG. 22, as citing a concrete example.

For example, under the condition that “80” is determined as the privilege content of the treasure box 301 assigned with No. 1 in step S22, the CPU 50 samples a random number by means of the random number sampling circuit 56. Then, the CPU 50 reads out the second necessary selection number lottery table associated to the privilege content “80” according to the privilege content “80” of the treasure box 301 assigned with a code number “NO. 1”. The CPU 50 refers to the read second necessary selection number lottery table and the sampled random number to select either “1 time” or “2 times”. When the sampled random number belongs within the range of random numbers “0 to 63”, the CPU 50 selects “1 time” as the necessary selection number for the treasure box 301. When the sampled random number belongs within the range of random numbers “64 to 127”, the CPU 50 selects “2 times” as the necessary selection number for the treasure box 301. After the necessary selection number is determined, the necessary selectin number is associated to the code number “No. 1” of the treasure box 301 and is stored in the RAM 52 (see FIG. 22).

This process is also performed for the treasure boxes 301 assigned with the code numbers “No. 2 to No. 23”. When the necessary selection number determination process is finished, the privilege contents and the necessary selection numbers are respectively associated to the twenty-three treasure boxes 301 and are stored in the RAM 52.

In step S24, the CPU 50 determines whether or not a player selects one treasure box 301 among the twenty-three treasure boxes 301 displayed on the lower liquid crystal display 4. If the player does not selects one treasure box 301, the process remains in step S24. If the player selects one treasure box 301, the process proceeds to step S25.

In step S25, the CPU 50 subtracts a value “1” from the number of selection times read out in step S21 and the subtracted number of selection times is stored in the RAM 52. In step S26, the CPU 50 adds a value “1” to the number of selection times for the treasure box 301 selected by the player through the touch panel 201.

In step S27, the CPU 50 determines whether or not the number of selection times for the selected treasure box 301 is equal to the necessary selection number for the selected treasure box 301. More specifically, the CPU 50 compares the number of selection times for the selected treasure box 301 to which the value “1” is added in step S26 with the necessary selection number for the selected treasure box 301 determined in step S23. If the number of selection times for the selected treasure box 301 is equal to the necessary selection number for the selected treasure box 301, the process proceeds to step S28. If the number of selection times for the selected treasure box 301 is not equal to the necessary selection number for the selected treasure box 301, the process proceeds to step S29.

In step S28, the CPU 50 displays the privilege content of the selected treasure box 23. In the exemplary embodiment, as shown in FIG. 23, the CPU 50 displays the amount of payout, which is the privilege content of the selected treasure box 23, at a position of displaying the selected treasure box 301 on the lower liquid crystal display 4. At this time, the CPU 50 adds the amount of payout of the treasure bonus stored in the RAM 52 to the amount of payout for the selected treasure box 301, and the added amount of payout is stored in the RAM 52. The CPU 50 further voids the selection of the selected treasure box 301 by the player.

More specifically, when the player selects the treasure box 301 assigned with the code number “No. 17” and the CPU 50 determines that the number of selection times for the selected treasure box 301 is equal to the necessary selection number for the selected treasure box 301, the CPU 50 changes the image of the selected treasure box 301 into an image showing the amount of payout “5” which is the privilege content of the selected treasure box 301 assigned with the code number “No. 17” (see FIGS. 22, 23). Then, the CPU 50 adds the amount of payout “5” to the amount of payout of the treasure bonus stored in the RAM 52 and stores the added amount of payout in the RAM 52. At this time, the CPU 50 voids the selection of the selected treasure box 301 assigned with the code number “No. 17”.

In step S29, the CPU 50 determines whether or not the subtracted number of selection times is equal to a value “0”. Since the CPU 50 subtracts the value “1” from the number of selection times every time one treasure box 301 is selected in the treasure bonus game (see step S25), the CPU 50 can determine whether or not the selections are performed the number of selection times (3 times, 4 times or 5 times) read out in step S21.

If the subtracted number of selection times is equal to the value “0”, the process proceeds to step S19. It is noted that the privilege content (the amount of payout) which a player obtains in this treasure bonus process is paid out in step S19. If the subtracted number of selection times is not equal to the value “0”, the process proceeds to step S24. Thereby, a player continues to play the treasure bonus game to select one or more treasure boxes 301 the remaining number of selection times.

Thus, in the treasure bonus process (step S17), the CPU 50 associates the twenty-three treasure boxes 301 to the privilege contents and the slot machine 1 allows a player to arbitrarily select one treasure box 301 to play the treasure bonus game in which the player gets a chance to obtain the privilege content associated to the selected one treasure box 301. At this time, the CPU 50 also determines the necessary selection number for each treasure box 301 by using the necessary selection number lottery table corresponding to the privilege content associated to each treasure box 301.

Next, advantageous features of the slot machine 1 will be described below.

In the treasure bonus game, the slot machine 1 allows a player to select one treasure box 301 the necessary selection number for the one treasure box 301 to obtain the privilege content associated to the one treasure box 301. In the exemplary embodiment, the twenty-three treasure boxes 301 are divided into the following three groups: (1) a first treasure box group in which a player can obtain the privilege content associated to one treasure box 301 by selecting the one treasure box 301 one time; (2) a second treasure box group in which a player can obtain the privilege content associated to one treasure box 301 by selecting the one treasure box 301 two times; (3) a third treasure box group in which a player can obtain the privilege content associated to one treasure box 301 by selecting the one treasure box 301 three times.

Thereby, the slot machine 1 can provide a feeling of immediacy to the player in the treasure bonus game because there are the three groups into which the twenty-three treasure boxes 301 are divided. Further, the slot machine 1 can provide to a player a fun of considering how to divide the number of selection times among the twenty-three treasure boxes 301 because the CPU 50 determines the necessary selection number for each treasure box 301.

In the treasure bonus game, the slot machine 1 changes the necessary selection number lottery table dependent on the privilege content (the amount of payout) of each treasure box 301 (see FIGS. 19 to 21). In the exemplary embodiment, if the amount of payout is large (e.g. “100” or “200”), the necessary selection number is large. If the amount of payout is small (e.g. “1”, “5”, “10” or “20”), the necessary selection number is small.

Thereby, the slot machine 1 can provide to a player the fun of considering how to divide the number of selection times among the twenty-three treasure boxes 301. For example, in a case where a current number of selection times does not reach the necessary selection number for one treasure box 301 when the player selects the one treasure box 301, the player can take one of the following two options; (1) selecting the one treasure box 301 in order to the large number of payout; and (2) selecting another treasure box 301 in order to obtain the small number of payout. Especially, when the remaining number of selection times is small, a strategy for these options increases immediacy for selecting a treasure box 301 to bring a fresh sense to the player.

The slot machine 1 according to the present invention is not limited to that of the exemplary embodiment. Various modifications may be adapted to the slot machine 1 without departing from the scope of the invention.

The privilege content may be a privilege which allows a player to obtain an amount of payout resulting from doubling an amount of payout obtained in the base game.

The privilege content may be a privilege which allows a game mode to transfer from the treasure bonus game to another bonus game.

One or more special options may be displayed on the upper liquid crystal display 3. A player can not usually select the one or more special options. The one or more special options are associated to one or more special privileges each which is more advantageous than the privilege content for each treasure box 301. The slot machine 1 provides the special privilege to a player only when the player obtains a certain privilege content by selecting a certain treasure box 301. In this case, the slot machine provides a fun to a player because the upper and lower liquid crystal displays 3, 4 are used in the treasure bonus game.

The selection of the one or more special options may be arbitrarily or automatically performed. For example, in a case where the selection of the one or more special options is automatically performed, a character (e.g. clownfish 108) for showing that a player can select the one or more special options is associated to the certain treasure box 301. Then, when the player selects the certain treasure box 301 in the treasure bonus game, the character moves from the lower liquid crystal display 4 to the upper liquid crystal display 3 to display the one or more special options on the upper liquid crystal display 3. In this case, the slot machine 1 provides the fun to a player because the upper and lower liquid crystal displays 3, 4 are effectively used in the treasure bonus game.

The slot machine 1 may notify a player of the necessary selection number for a treasure box 301 selected by the player. In this case, the slot machine 1 provides a concrete numerical to the player or temporarily changes a form of the treasure box 301 or a color of the treasure box 301. Thereby, the player can effectively develop a strategy in the treasure bonus game. 

1. A gaming machine comprising: a display that displays a plurality of options; an input device that accepts input selecting at least one of the plurality of options by a player; a memory that memorizes award information which is associated with each of the plurality of options and award giving condition information which includes the number of selection times by which the player has to select at least one option; and a processor in communication with the display, the input device and the memory, the processor operable to: display the plurality of options on the display; associate the award giving condition information with each of the plurality of options; select an option based on the input from the input device; and give an award based on the award information and the award giving condition information which are associated with the selected option.
 2. The gaming machine according to claim 1, wherein the processor associates the award giving condition information with each of the plurality of options on the basis of the contents of the award information associated with each of the plurality of options. 